A fully procedural generated roleplaying game project.

Menu

The new engine is once again based on Java but I created it once again from scratch to build a well base engine for the whole game… Stay tuned and look out for some more screenshots and information in the near future!

As you can see on two pictures below, the forest generation algorithm is getting better and better. But that will not be the final result. I’m working at improving the algorithm more and more, so you will see much more better screenshots in the near future.

Another day almost gone, another step to the goal! Below you can see a very early test image of village generation. Look forward to see the village generation to be in the main focus for a longer time.

After some work at the rendering engine to make the game running smoother, heres the first sign of villages… The basic question: Where can the game put a village? The picture belows shows you the current solution – the game looks for some nice place near the water to place a village spot. Of course there are some other factors, but it seems to work quite good at the moment…

Took half of the day to get the basic collision logic for Orbis Infinitas done… Now you can’t walk over water or over trees. It will block your movement. You can also stay behind trees now – just look!

Worked hard today and I just recorded a small video to show some progress. You can see a better transistion between water and land, just for testing a blending feature of the engine. Furthermore I’m testing the placement of trees on the map… Take a look!